Virtual Reality/Augmented Reality White Paper (2017) China Academy of Information and Communications Technology (CAICT) Huawei Technologies Co., Ltd December 2017 COPYRIGHT NOTICE This white paper is copyright of CAICT and is protected by applicable laws. The reproduction of text or opinions contained in this white paper, by forwarding, excerpts, or any other means, requires you to specify "source: CAICT". Violation of this notice will render you liable for legal proceedings. Acknowledgement Under the guidance of the department of electronics and information, Ministry of Industry and Information Technology, this white paper was jointly prepared by China Academy of Information and Communications Technology (CAICT) and Huawei Technologies Co., Ltd. During the preparation, CAICT gained professional support from the following parties: the iLab and the 2012 Labs of Huawei Technologies Co., Ltd.; the Innovation Business Department and the virtual reality content creation center of BOE Technology Group Co., Ltd.; GoerTek; China Telecom Shanghai Research Institute; Whaley VR; air360china; and HiScene. Due to factors such as limited time, knowledge, and the still developing industry, there might be mistakes in this white paper. Please feel free to correct us anytime. Preface Virtual Reality (VR)/Augmented Reality (AR) is a key field of the new-generation information and communications technology, which features large application space, huge industry potential, and wide technical span. It has great significance to driving the transformation and upgrade of core components, extensive smart devices, network transmission devices, cloud computing devices, telecom services, and software and industry information services. VR/AR has a long technical history. However, it is an emerging industry and the development of the VR/AR industry and technologies has not been fully finalized. From the perspective of technology, near-eye display, rendering processing, perception and interaction, network transmission, and content creation are forming the primary system. From the perspective of industry structure, the VR industrial system depends on components/equipment, tools/platforms, and contents/applications. When compared with the relatively mature intelligent terminals, VR has a similar industrial system. However, significant differences also exist. In this white paper, the following aspects are systematically described: VR concepts, levels of VR experience, technology architecture, segment systems, and technology development roadmaps. In addition, a detailed segment map of China's VR industry was produced based on China's local VR enterprises and their roles in the key points of the VR industry chain. The white paper also analyzes the industry ecosystem and development trends, based on which development suggestions are offered to telecom operators. CAICT Virtual Reality/Augmented Reality White Paper (2018) Contents 1 Background 2 1.1 Evolution of the VR Concept and Its Form Divisions 2 1.2 VR Rises Because of Lowered Threshold, Focused Capital, and Policy Support 4 1.3 VR Becomes the Development Focus in the Mobile Internet Evolution Towards the Artificial Intelligence Era 6 2 Key Technology Trend 7 2.1 Preliminary Formation of the VR Technology Architecture 7 2.2 Immersive Experience Improvement and Dizziness Control: Trends of Near-Eye Display Technologies 9 2.2.1 High Angular Resolution and Wide FOV: Key to Improve Immersive VR Experience 9 2.2.2 Dizziness Control: a Challenge to VR Near-Eye Display 10 2.2.3 AMOLED, LCOS, and OLEDoS: Leading Near-Eye Screen Technologies 10 2.3 Tracking and Positioning, Environment Understanding, and Multi-Channel Interaction: Focuses of Perception and Interaction Technologies 12 2.3.1 Tracking and Positioning: a Core Technology in the Field of VR and AR Perception and Interaction 12 2.3.2 Environment Understanding Based on Machine Vision: Trend of AR Perception and Interaction 13 2.3.3 Multi-Channel Interaction: Trend of VR Perception and Interaction 13 2.4 High Bandwidth, Low Latency, Large Capacity, and Service Isolation: Trends of Network Transmission Technologies 15 2.4.1 New Wi-Fi, Large-Capacity PON, and 5G: Trends of Access Network Technologies for VR 15 2.4.2 Simple Architecture, Smart Pipe, Multicast On Demand, and Network Isolation Are Development Trends of Bearer Networks for VR Services 16 2.4.3 A Low-Latency Data Center Is Key to VR Computing Capability Cloudification 18 2.4.4 Projection, Coding, and Transmission Technologies Are Key to Optimizing the VR Network Performance 19 2.4.5 VR-oriented Network O&M and Evaluation Are Important for Improving User Experience 19 2.5 Combination of Enhanced Rendering Algorithms and Capabilities Are Trend of Rendering Processing Technologies 21 3 Industry Ecosystem Trend 24 3.1 Components/Devices, Tools/Platforms, and Content Applications Dominate in the VR Industry Ecosystem 24 3.2 Perception and Interaction and Content Creation Become Developme...
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